The American Civil War Event Cards Version 2.0
Commander Card UNION CARDS William T. Sherman
Sherman is a despised commander and whenever he is fighting in the south he gains the following disadvantages and advantages:
All CSA units will rally on a 5 instead of a 7.
TOTAL WAR – When Sherman gains control of a southern city he automatically reduces the PP value of the city to 0 permanently. UNION CARDS
Commander Card UNION CARDS George Meade
Union Commander at Gettysburg
All infantry gains a +1 to firing.
UNION CARDS
Commander Card UNION CARDS Albert Sidney Johnston
Confederate Commander at Shiloh
All units gain a +2 while charging.
Died in Battle On a 10, 11, or 12 when there is no other commander present remove Johnston.
UNION CARDS
The American Civil War Event Cards Version 2.0
Commander Card UNION CARDS US Grant
Unconditional Surrender.
Grant’s army does not pursue the enemy.
Roll a 1d6 and subtract 1 for every leader the defender still has in his army.
On a roll of 3-6 the entire army surrenders to Grant. UNION CARDS
Commander Card UNION CARDS John Buford
Calvary Officer who held the ground at Gettysburg until Meade could arrive.
Cavalry is considered all elite while skirmishing. In a major battle he adds +3 to battle initiative.
UNION CARDS
Commander Card UNION CARDS Joshua L. Chamberlain Hero of Gettysburg
If Chamberlain’s army is charged he gets a plus +2 to his roll on top of any other modifiers.
When his army charges they get a +2 when he charges with them.
Hard to Kill Chamberlain may only be removed on a 12. UNION CARDS
The American Civil War Event Cards Version 2.0
Commander Card UNION CARDS
Fighting Joe Hooker
One of many Union Eastern Theatre Commanders.
+1 to artillery. He rallies his men on a 6.
UNION CARDS
Entrenchment Card UNION CARDS
Entrenchments
If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield.
UNION CARDS
Entrenchment Card UNION CARDS
Entrenchments
If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield.
UNION CARDS
The American Civil War Event Cards Version 2.0
Entrenchment Card UNION CARDS
Entrenchments
If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield.
UNION CARDS
City/Region Bombardment Card UNION CARDS City/Region Bombardment
You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it.
You may attack with your artillery. If you hit the enemy he must eliminate troops (defenders choice).
The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS
City/Region Bombardment Card UNION CARDS City/Region Bombardment
You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it.
You may attac k with your artillery. If you hit the enemy he must eliminate troops (defenders choice).
The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS
The American Civil War Event Cards Version 2.0
City/Region Bombardment Card UNION CARDS City/Region Bombardment
You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it.
You may attack with your artillery. If you hit the enemy he must eliminate troops (defenders choice).
The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS
Artillery Bombardment Card UNION CARDS
Artillery Bombardment
Play before a battle.
Your artillery may fire before the battle commences. All hits are automatically removed.
UNION CARDS
Artillery Bombardment Card UNION CARDS
Artillery Bombardment
Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed.
UNION CARDS
The American Civil War Event Cards Version 2.0
Artillery Bombardment Card UNION CARDS
Artillery Bombardment
Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed.
UNION CARDS
Base Camp Card UNION CARDS
Recruitment Center/Base Camp
You may place as many new troops as you want this turn in one city or region. This may be in any city that you have controlled for one turn. This is the one exception to the usual placement rule.
UNION CARDS
Experience Card UNION CARDS
Experience
After the battle roll 2 dice.
If you are the winner and can roll 7 on a 2d6, You gain a leader piece for free in that army.
If you were the loser you need a 9 to gain a free leader piece. UNION CARDS
The American Civil War Event Cards Version 2.0
Experience Card UNION CARDS
Experience
After the battle roll 2 dice.
If you are the winner and can roll 7 on a 2d6, You gain a leader piece for free in that army.
If you were the loser you need a 9 to gain a free leader piece. UNION CARDS
Bounty Jumper Card UNION CARDS
Bounty Jumpers
Play this card on an opponent. Some volunteers are collecting the bounty to join the army and then skipping town. Lose -10 PP this turn.
UNION CARDS
War Hawk Card UNION CARDS
War Hawks
If the Union is at war with Great Britain take +2 infantry and places them in any region next to Canada.
UNION CARDS
The American Civil War Event Cards Version 2.0
War Hawk Card UNION CARDS
War Hawks
If the Union is at war with Great Britain take +2 infantry and places them in any region next to Canada.
UNION CARDS
Green Troop Card UNION CARDS
Green Troops
Play before any battle. The opponent’s troops are very inexperienced subtract -1 from all their dice rolls for the battle.
UNION CARDS
Scout Card UNION CARDS
Scouts
Add +3 to your army’s initiative for the next battle.
UNION CARDS
The American Civil War Event Cards Version 2.0
Volunteers Join Card UNION CARDS
Volunteers Join
This card gives you an extra +10 PP for your next purchase phase.
UNION CARDS
States Rights Card UNION CARDS State’s Rights
Play this card on the confederacy. The southern states are so obsessed with state’s rights that they do not even trust the confederacy.
For the remainder of the game the southern player must have at least one troop in every state he controls.
New units must be placed in states without units if the UNION CARDS southern player in violation of this card.
Battle Hymn of the Republic Card UNION CARDS
Battle Hymn of the Republic
Play on any commander.
As long as he outnumbers the enemy he may ignore the Cavalry rule regarding pursuing and pursue with his infantry.
UNION CARDS
The American Civil War Event Cards Version 2.0
Spike Gun Card UNION CARDS
Spike Guns
Play in battle when the enemy has captured your artillery.
You had enough time to spike them and they are useless now.
Treat them as eliminated units. UNION CARDS
Rail Stock Increase Card UNION CARDS
Rail Stock Increase
Your rail stock goes up by +2.
UNION CARDS
Rail Stock Increase Card UNION CARDS
Rail Stock Increase
Your rail stock goes up by +2.
UNION CARDS
The American Civil War Event Cards Version 2.0
Gun Support Card UNION CARDS
Gun Support
Add +2 Artillery units to any army.
UNION CARDS
Union Resolve Card UNION CARDS Union Resolve
Roll the dice.
1-2 5 PPs are gained. 2-4 10 PPs are gained 5-6 15 PPs are gained.
UNION CARDS
Police in Place Card UNION CARDS
Police in Place
Play this card when you choose to conscript troops. A failed riot roll is now a success.
UNION CARDS
The American Civil War Event Cards Version 2.0
Ironclad Card UNION CARDS
Ironclads- The Monitor
Move your naval rating up by 2.
UNION CARDS
Naval Blockade Intensifies Card UNION CARDS
Naval Blockade Intensifies
The north’s naval rating gains a +2
UNION CARDS
Commander Death Card UNION CARDS
Play on any Commander
Commander is killed in action.
Remove any (1) Commander model and any (1) Commander Card played in this battle.
UNION CARDS
The American Civil War Event Cards Version 2.0
Optional Card UNION CARDS
UNION CARDS
Optional Card UNION CARDS
UNION CARDS
Optional Card UNION CARDS
UNION CARDS
The American Civil War Event Cards Version 2.0
ENTRENCHMENT CHART YEAR Target Benefit Modifier 1961 10 -1 fire and charges 1862 9 -1 fire and charges 1863 8 -1 fire and charges 1864 7 -2 fire and charges 1865 6 -2 fire and charges
I believe the rule as of now states that you can draw two (2) cards from your deck at the beginning of the PRODUCTION PHASE. You can hold any number of cards and can play them at anytime you see fit. Once played, discard until all cards are drawn. Reshuffle and use again.
Sinister is at this time writing rules for the above listed cards. Keep your eye out on Thrasher’s website for details:
(http://pub50.ezboard.com/bthrashersaxisandalliesforums )
Have fun, D. Epperson